Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!

Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.You NEED ratings to get a score at the end. Play and Rate games to help others find your game.We’ll be announcing Ludum Dare 36’s August date alongside the results.

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NOTE: Because of the Theme tie, we allowed everyone to pick either Theme. Using both was optional. To keep things simple, there will still only be one Theme category. Every category in Ludum Dare voting is an opinion, so you’re welcome to rate them as you see fit. But we encourage you to be fair in your scores to people that chose only one Theme, and not both.

ALSO: Itch.io has an experimental game downloader over here. You may find it useful.

1. Personally I think the game was a bit hard. I don't think it's fair to send you back to level 1 for dying.
2. The arrows weren't completely clear. At times I battled to see which way the arrow was (pixel art). Especially in the quick fights.

Really liked this. The biggest issue was the clarity of the arrows, it was especially any issue when there were multiple rows of arrows. I liked that the arrows changed every time you played, so it gave it a bit more variety.

Awesome game! I like what you did with the key combos. Graphics are definitely a strong point! I felt a bit confused when I got to lv.2 and I had to choose a combo of the 2 or 3 displayed over the enemy head, I'd consider maybe making the true one white and the others grayed out or something like this). Really great game tho!

Nice game! I really like the sound and graphics, screen-shaking is always fun. The gameplay is great too, good use of the theme. Once I get a DDR pad I'd love to replay the game with it.

I really like the health/rampage system, but I'd like it better if I could choose when to activate it; pressing both buttons at the same time could be used to keep the theme. Another problem with rampage is that some of my button mashing will be added to whatever enemy I'm facing when rampage ends. This usually leads to me getting hurt or dying.

As a side note, I noticed that the game and the screenshots had different arrows, and the comments that were already here were complaining about them not being distinct enough. It seems to me like you changed them after release to be bigger. I didn't take off any points for it, and I don't have any proof, but I just thought I'd let you know that's against the rules. Check out the FAQ at the bottom of the page or the full rules here: http://ludumdare.com/compo/rules/

Very fun, and very pretty too! My first couple tries against enemies that take more than one input sequence, I thought I was supposed to do the top one first and was confused why I was dying. From a usability standpoint, it might help if the input sequences further in the queue are darkened or desaturated, as well as if each button input had its own color to make it more clear.

Very cool interpretation of the theme. Fun to play! Great job. It even has a berserk mode! I did find it very hard to see which way the arrows are pointing when playing fast, maybe use some colors to make the arrows more distinctive?

So I really love the basic concept, and I love the mood and graphics. Really screams, "HEY FUN GAME!" but this is, I'm sorry to say, really badly let down by the lack of readability of the arrows. Even just having each direction arrow be a different colour would have have made a huge difference to the difficulty level - right now it's basically impossible for me to get past the first 8 streak monster because I have to really really look at which way the arrows are pointing, and there just isn't enough time for that, and you get sent all the way back to the beginning which is super harsh. :(

This is so really so close to being brilliant though! I look forward to seeing what your team makes next time

Really fun and well made game.
Something that annoyed me though was that after the rampage I often got attacked because I was still spaming left and right arroy keys. I would like it better if you maybe were invurnable for like 2 seconds after the rampage have ended or some very clear sort of indication that shows that rampage-mode is going to quit.

The updated version makes a better use of screen space regarding the arrows, for sure.

It's an alright take on a fighting game, even if there didn't seem to be any time pressure or rewards for being quick at tapping. The environment changes gave a distinguishing character to each level, and made it look more like a journey to tie it into the (J)RPG aesthetic. Mood-wise, this comes across as more than the sum of its parts, which is really needed for an idea this simple and straightforward.

But with two graphics artists, you really should've worked more on your palettes. Also, those glow effects mainly only serve to blur any important information. No complaints for the audio, though.

OKAY. Right. I know where I was going wrong now. That 8 streak monster... I was reading the top line rather than the bottom line. So no matter what I did I was getting it wrong. Once I realised this I was able to get much much further, see some of the different levels and things. Cool :)

This game is awesome! you should consider releasing it on mobile!
Great concept, nice levels, nice music.
The boss was easy and you could improve some animations.
I didn't like so much the camera effect.

Simple game but it was incredibly fun! The game feel really brought this all together. It was a ton of fun, and it was really therapeutic. I loved the music and sound effects, and the screen shake was a super nice touch. The different levels had totally different feels to them! Awesome job. :)

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